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## Objects
Object defined — links to a behavior:
```yaml
id: copper_rock
name: copper rock
color: "178" # xterm-256 color index (0-255)
behavior: mine_copper
```
Tree object:
```yaml
id: oak_tree
name: oak tree
color: "113"
behavior: chop_oak
```
Color accepts xterm-256 indices with optional modifiers (`bold`, `dim`, `underline`) and gradients (`g:196,82`). In ANSI mode, extended colors downgrade to the nearest ANSI color.
Hidden object — doesn't appear in room's object list, only discoverable via description or experimentation:
```yaml
id: iron_gate
name: iron gate
behavior: iron_gate_toggle
hidden: true
description: "A heavy iron gate set into the north wall."
```
Decorative object (no behavior):
```yaml
id: lumby_fountain
name: town fountain
description: "Clear water sparkles in the sunlight."
```
---
## Use Interactions
Objects can define `use_interactions` to handle when a player uses a specific item on the object. Each interaction can check conditions, show a message, and execute actions — using the same condition and action primitives as the talk system.
Entries are checked top-to-bottom; the first match with a passing condition wins.
Simple message (no action):
```yaml
id: anvil
name: anvil
use_interactions:
- item: silver_bar
message: "You should use this with a mold at a furnace."
- item: gold_bar
message: "You should use this with a mold at a furnace."
```
Puzzle interaction (take item, set flag):
```yaml
id: crystal_slot
name: crystal slot
use_interactions:
- item: crystal_key
condition:
flag: crystal_inserted
message: "The crystal key is already in the slot."
- item: crystal_key
message: "You insert the crystal key into the slot. It clicks into place."
action:
take_item: crystal_key
set_flags:
crystal_inserted: true
```
Quest item exchange:
```yaml
use_interactions:
- item: ancient_scroll
condition:
player_flag: quest_started
message: "You place the scroll on the pedestal. The door rumbles open!"
action:
take_item: ancient_scroll
set_player_flags:
quest_complete: true
set_flags:
temple_door_open: true
```
### UseInteraction Fields
| Field | Type | Description |
| ----------- | ---------- | ------------------------------------------------ |
| `item` | string | Item ID that triggers this interaction |
| `condition` | Condition | Optional condition (same as exits/talk/toggle) |
| `message` | string | Message shown to the player |
| `action` | NodeAction | Optional actions (same as talk node actions) |
### Available Actions (same as talk)
| Field | Type | Description |
| ------------------ | -------------- | ---------------------------------- |
| `set_flags` | map[string]any | Set world flags (shared) |
| `set_player_flags` | map[string]any | Set player flags (per-character) |
| `give_item` | string | Give an item to inventory |
| `take_item` | string | Remove an item from inventory |
| `teleport` | int | Move player to a room ID |
| `heal` | int | Restore hitpoints |
### Available Conditions (same as exits/talk)
| Field | Description |
| ------------- | -------------------------------- |
| `flag` | World flag check |
| `player_flag` | Per-character flag check |
| `has_item` | Inventory item check |
| `value` | Expected value for flag checks |
| `not` | Invert the condition |
| `all_of` | All sub-conditions must pass |
| `any_of` | Any sub-condition must pass |
---
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